Some code cleanup
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8d642f694d
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4 changed files with 8 additions and 5 deletions
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@ -1,5 +1,6 @@
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class_name Bud extends VineNode
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class_name Bud extends VineNode
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signal opened
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signal opened
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var img_path
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func _on_opened():
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func _on_opened():
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$AnimatedSprite2D.play("open")
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$AnimatedSprite2D.play("open")
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@ -19,5 +20,4 @@ func grow_to_next_bud(dir):
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var pos1 = grid.get_world_position(location, offset)
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var pos1 = grid.get_world_position(location, offset)
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var pos2 = grid.get_world_position(location + dir, target_offset)
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var pos2 = grid.get_world_position(location + dir, target_offset)
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var num_seg = floor((pos1-pos2).length() / 96)
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var num_seg = floor((pos1-pos2).length() / 96)
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var path = "res://vines_petals/vine_active_green.png"
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await vine.grow_vine_sequence(location, offset, location + dir, target_offset, num_seg, true)
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await vine.grow_vine_sequence(location, offset, location + dir, target_offset, num_seg, path, true)
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@ -3,8 +3,9 @@ var petal_location : Vector2
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@export var vine_locations : Array[Vector2]
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@export var vine_locations : Array[Vector2]
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@export var bud_resource : PackedScene
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@export var bud_resource : PackedScene
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@onready var grid : Grid = get_tree().get_root().get_node("main/Earth/Grid")
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@onready var grid : Grid = get_tree().get_root().get_node("main/Earth/Grid")
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var img_path = "res://vines_petals/vine_active_green.png"
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func draw_vine(pos1 : Vector2, pos2 : Vector2, img_path):
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func draw_vine(pos1 : Vector2, pos2 : Vector2):
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var sprite = Sprite2D.new()
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var sprite = Sprite2D.new()
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get_tree().get_root().get_node("main").add_child(sprite)
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get_tree().get_root().get_node("main").add_child(sprite)
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sprite.texture = ResourceLoader.load(img_path)
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sprite.texture = ResourceLoader.load(img_path)
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@ -12,8 +13,9 @@ func draw_vine(pos1 : Vector2, pos2 : Vector2, img_path):
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sprite.rotation = (pos1 - pos2).angle() + PI/2
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sprite.rotation = (pos1 - pos2).angle() + PI/2
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sprite.scale *= (pos1 - pos2).length() * 1 / sprite.texture.get_width()
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sprite.scale *= (pos1 - pos2).length() * 1 / sprite.texture.get_width()
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sprite.scale.x = 3
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sprite.scale.x = 3
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sprite.z_index = -1
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func grow_vine_sequence(location1 : Vector2, offset1 : Vector2, location2: Vector2, offset2 : Vector2, num_segments: int, img_path, grow_bud = false):
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func grow_vine_sequence(location1 : Vector2, offset1 : Vector2, location2: Vector2, offset2 : Vector2, num_segments: int, grow_bud = false):
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var pos1 = grid.get_world_position(location1, offset1)
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var pos1 = grid.get_world_position(location1, offset1)
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var pos2 = grid.get_world_position(location2, offset2)
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var pos2 = grid.get_world_position(location2, offset2)
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var positions = []
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var positions = []
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@ -28,7 +30,7 @@ func grow_vine_sequence(location1 : Vector2, offset1 : Vector2, location2: Vecto
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positions.append(center + offset)
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positions.append(center + offset)
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positions.append(pos2)
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positions.append(pos2)
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for i in range(num_segments):
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for i in range(num_segments):
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draw_vine(positions[i], positions[i+1], img_path)
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draw_vine(positions[i], positions[i+1])
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await get_tree().create_timer(0.2).timeout
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await get_tree().create_timer(0.2).timeout
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if grow_bud and location2.y > 0:
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if grow_bud and location2.y > 0:
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spawn_bud(location2, offset2)
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spawn_bud(location2, offset2)
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Binary file not shown.
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Before Width: | Height: | Size: 982 B After Width: | Height: | Size: 1.1 KiB |
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@ -25,6 +25,7 @@ func _ready():
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if initial_spawn_protection and 43 <= collumn and collumn <= 49:
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if initial_spawn_protection and 43 <= collumn and collumn <= 49:
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continue
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continue
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var building = randomize_building()
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var building = randomize_building()
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building.z_index = -2
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if grid.add_building_to_collumn(building, collumn):
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if grid.add_building_to_collumn(building, collumn):
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break
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break
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